Under this truly modest title is hiding our first real production on this beloved Web. It took one year, from the moment we first spoke about this idea, to get the first glimpse of a satisfactory result.
We wanted to take our time before an announcement; it was of the utter importance to work in-depth on every bit of detail, hoping to correct every little problem that you could meet I can already say that we’ll keep this attitude all along the beta phase.
Here’s a short game name, easy to remember, and which sustains many hidden meanings. Every actual card game is based on a hero system, with monster cards, spell cards, and hundreds of different cards to gather. Jigoku (our “Magic Crafter”) can attest of that. We preferred to get back to basics, and get our inspiration from systems easier to apprehend. Therefore, we worked on a new game system based on the idea of a 9-squares tray, and cards possessing 4 attacks (on every border). And the possibilities on this simple concept are next to infinite!
The second major aspect of Ren is its TCC side. We had to find something to accommodate two parameters: possession of the whole collectible card game, and the optimization needed to get a winning edge. In Ren, like with our old beloved Panini albums, you will be led to gather more and more cards for your own collection needs. Add to that the possibility to see your cards evolve, gain experience, powerful items and equipment that make them look even better, and feel more unique… then, share it with your friends, and you’ll get a simple game at first sight, but much more deeper when you dig a little.
We’ve got to admit that we sucked here. We made a devblog like any other game studio. I always found cool to follow the advancement of a game, to be able to comment their gameplay choices, and to get counter-arguments back from the developers.